Mega-ko Punch! is now available on Steam!
To celebrate the launch, the game is 15% off until August 25.
We’ve added new effects for Blackjack, and Mega-ko’s in-battle visuals have also received a little makeover! So cute!
We’ve also made various small graphical improvements, including the map screen shown after battles.
The full version adds Endless Mode, a high-difficulty mode with rules that differ from the standard game, allowing you to take on even tougher battles.
Clear the highest difficulty, Lv. 3, to unlock the ending!
After clearing Endless Mode Lv. 3, you’ll unlock the experimental Sandbox Mode.
Sandbox Mode lets you add special rules on top of Endless Mode Lv. 3 for even more challenging and unusual ways to play.
Additional Difficulty: Adjust the enemy difficulty from 0 to 100.
Forgetful Mode: Start with a random 30-card deck and become unable to obtain additional cards.
Cost Randomization: The cost of every card is randomly modified by -4 to +4.
We can’t wait to hear from you about how far you’ve managed to get...!
New cards have been added, along with a new ability: Overcharge.
Overcharge allows you to gain additional Energy on your next turn. Build up Overcharge, then use more Energy than usual to turn the tide of battle in one explosive move!
We’ve also added cards that work especially well with Overcharge, including the new card Meteor!
Three new relics have been added, including some that were previously available as early-access content in the demo!
If you’re still on the fence about purchasing the game, why not give the free demo a try?
The demo lets you experience the game’s core systems for free.
Thank you so much for all your feedback and requests!
While we weren’t able to implement everything before release, we’ve made a number of improvements.
Added fullscreen support.
Added resolution settings.
Your BGM volume, SFX volume, and language settings are now saved.
The contents of reward cards and relics are now determined when a run begins. This means they will no longer be rerolled by saving and loading.
Added a small Quit Game button to the title screen.
Added a warning window when attempting to end your turn, asking, “Are you sure you want to end your turn?”
Warnings will appear in the following situations:
When there are no cards on the field and you have at least 1 Energy.
When you have a card in your hand that can be played without causing a Burst.
(We plan to add an option to turn these warnings on or off in the future.)
The following information is mainly for those who played the demo.
Several cards and relics have been rebalanced since the demo.
Mega Slash: Added “Gain 2 Overcharge.”
Mega Slash: Removed Finish and reduced its cost to 0.
Super Barrier: Significantly reworked its effect.
“At the start of battle, add 3 Mega Shields to your deck. At the end of your turn, add 1 Mega Shield to your deck for each Energy remaining.”
Mega Shield: Significantly reworked its effect.
“Energy Recovery 1. Gain 3 Shield.”
Mega Charge: Reverted to the effect from an earlier version.
“Cost 20, ATK 0. While this card is in your hand, reduce its cost by 1 whenever you play another card. Gain Energy Increase 1.”
Iron Tackle: Effect changed from “ATK +1 for each current Shield” to “ATK +2 for each current Shield.”
Enhance: Effect changed from “Gain ATK +4 and Fatigue 3” to “Gain ATK +3 and Fatigue 2.”
Powerful: Effect changed from “Gain ATK Up 2” to “Gain ATK Up 4.”
Mega Drill: ATK increased from 2 to 3.
Charge Shot: ATK increased from 7 to 9.
Electric Punch: ATK increased from 8 to 10.
Tornado: ATK increased from 5 to 7.
Panic Punch: ATK increased from 3 to 6.
Quick Punch: ATK increased from 4 to 10.
Muddy Flask: ATK increased from 0 to 5.
Super Spring: Reduced the ATK gained from its effect.
“ATK +21 for each time you attacked with Mega-ko Punch” → “ATK +10 for each time you attacked with Mega-ko Punch”
We plan to continue making balance adjustments, particularly when new cards are added.
Based on your feedback, we’ll not only continue making further adjustments, but will also actively consider reverting changes when appropriate!
As for future updates, we’ll continue to make adjustments based on your feedback and suggestions!
For additional difficulty and content, we’re mainly looking to expand Sandbox Mode with new special rules, giving you more ways to play.
Here are a few ideas we’re considering...
Give all regular enemies special abilities
This would make runs more luck-dependent depending on which enemies you encounter, but it could also make for a more challenging and rewarding experience!
Add random events
This would also introduce more randomness, but we think players who enjoy roguelike-style runs might have a lot of fun with it!
These ideas are still in the planning stages, but please stay tuned for more updates!
We also plan to actively add more cards and relics!
(Because I, the developer, enjoy making them...)
We’ll continue improving the game based on your feedback even after launch.
Whether there was something you particularly enjoyed or something that caught your attention, please let us know through your Steam review or our feedback form!